Anonnymitet's Forum Posts

  • I own an oculus rift and it is actually amazing for 2d games as well when you use it with depth. It is like 3DSx1000. So if used correctly you could make really awesome 2D games for the oculus. So don't think its only good for 3D

    But how to implement it in C2 is another question

  • Heads up when you test your own games with ads. If you click your own ads even if it is by accident you'll get banned and you won't get any more ads delivered to your app. And believe me. That sucks

  • My Kim Jong Jetpack was accepted on the app store now even though I thought it would be rejected because of the theme. But it wasn't so that makes it my first official app on the app store ;D Actually it's not a clone, just a game with the same mechanics and it got almost 100 downloads in a day and I haven't even used a single word or anything to resemble it to swing copters and haven't mentioned it anywhere.

    So that was pretty good for 3-4 hours of work <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    https://itunes.apple.com/us/app/kim-jon ... &ls=1&mt=8

  • As DuckfaceNinja said the engine is just a tool and with C2 you can make great games. The problem is that easy engines like C2 mostly attracts first time developers lacking the experience needed to make a really successful game. That is why we see alot of bad games posted here. But we all have to start somewhere. Developers that have studied game design and coding are usually using other more advanced engines.

    So if you are talented and know how to make best use of C2 you are surely able to make a really successful game. I've seen a few developers here who are actually getting there and are working on high polished games.

    For example. You could easely make an identical game like flappy bird, angry birds and other hit games just as polished as the original. So it is clearly not the engines fault you don't see a successful C2 game on the major platforms.

    And to make a really successful game you have to be lucky and the C2 developers aren't that many yet. So if we all keep working hard I promise you'll see a C2 game in the toplist on iOS, Android and Steam pretty soon

  • Hi. I've posted two apps on the app store 2014-08-20 and both apps are still waiting for a review. Does it normally take such a long time?

    And how long will it take if you have to upload a new version of an app? I mean if you find a huge bug in your game and want to fix it you'll have to wait at least a week for this to be approved as well?

    I know they want to keep the quality up on the app store but it takes too long time to post apps there.

    It is so nice to be able to upload an update that fixes a bug in your app on the play store and be able to see it live an hour or two later even though this allowes a lot och shitty apps to end up on the play store wich never would have been approved on the app store

    Is there anyone here who can tell me your usual workflow for maintaining an app for both google play and the app store?

  • Make a variable called something like wallspeed and make the event. So instead of setting up something like every tick set wall.x-60*dt you can change the "60" and put your variable there. So you'll get every tick set wall.x-wallspeed*dt.

    Then you can make something like every x seconds add 10 to the wallspeed variable and the speed will then increase on the wall.

    Hope you understand

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi.

    Does someone know how to set up MobFox in MoPub? MoPub is asking for the ad units zone id:s but I can't find where to create zone id:s in MobFox.

  • Here is an example using sine. It is not perfect but with this method and some tweaking you should be able to recreate the exact feeling of swing copters <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://dl.dropboxusercontent.com/u/100 ... Swing.capx

  • > If you are asking me I used this set up. The "kimspeed" is set to 700 in my game.

    >

    > I used a global variable/bolean that toggles every touch on screen. So if left is true if goes left else it goes to the right

    >

    > [attachment=0:23009o4f][/attachment:23009o4f]

    >

    thats is simple move left / right by touch the screen

    but if you see the swing copter particularity that when you change direction, there is a little decceleration effect that make the game difficult and addictif then , in the same game , you have to avoid obstacles and by touching the screen not on any moments , but on special moment that make the player not colloide with the obstacles or you die

    I know. I didn't enjoy swing copters and don't know anyone who do so I didn't put so much time on the clone. But if you want to include the swing effect you can do this by messing with the angle of the sprite on tap or by using sine.

  • How do I get the ads to show using cocoonJS+mopub+admob when exporting to iOS?

    I can't see ads while running on my iPad. Do I have to publish it on app store first or should I set up something else?

    Ads are working on the Android version of the app.

  • I got it to work!

    It was dropbox that corrupted the files. When I downloaded everything straight into the mac from ludei the xCode part went without errors. So you cant download it on windows and then transfer it through dropbox to a mac. This messes up the executable.

    But thank you anyway Whack

  • I can help you tomorrow morning. Add me on skype Whackeddie99, or email me

    Ok, thank you. Where are you located? A mean in what time zone?

    I will not be able to do it "live" with you because I am at my daytime job then. But I can provide everything you need and answer all your questions by email/skype. Do you think that you are able to get it to work using the compiled project from cocoonJS or do you prefer another method?

    And how do you want to recieve the payment?

  • [attachment=0:2ft426qn]game.png[/attachment:2ft426qn]

    Kim Jong Run on Android: https://play.google.com/store/apps/deta ... kimjongrun

    PAID JOB

    Ok, I have been trying to upload my construct 2 game to the app store but it is fu**ing impossible. I can't believe how hard it is compared to Google Play wich was so easy. So before I smash my computer I decided to ask for help.

    I have everything set up, the paid apple developer account and the app itself is prepared. The problem is creating the app in xCode. I can't get past all the errors and it is making me crazy.

    I always end up with the error: The Info.plist for application at /Users/lf/Library/Developer/Xcode/DerivedData/Kim_Jong_RunProject-ekfspebouugrccgcyhtbpksmptlw/Build/Products/Debug-iphoneos/Kim_Jong_Run.app specifies a CFBundleExecutable of Kim_Jong_Run, which is not executable

    So if someone could help me create this and also explain what I'm doing wrong I would gladly pay for it.

    I have tried the ejecta method and the cocoonJS one but I always get stuck on the xCode part.

    What I need from you:

    1. Ads to work (I'm using mopub+admob in my build)

    2. Good performance without lag

    3. Help me understand how to do it myself next time <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    So just tell me what you need from me and I will provide it.

    Payment: 50$

    (or give me an offer)

    SEND ME A PM IF YOU ARE INTERESTED

  • If you are asking me I used this set up. The "kimspeed" is set to 700 in my game.

    I used a global variable/bolean that toggles every touch on screen. So if left is true if goes left else it goes to the right

    [attachment=0:364cklb1][/attachment:364cklb1]

  • I've noticed that my games don't show full screen ads anymore. Have someone else noticed this? It worked a few days ago...

    My games are compiled with CocoonJS for android with admob and mopub ads.

    And btw, why is the banner ad always showing the Game of War ad? Is it just me or does everyone only see this ad in the banner?